A couple of years ago, I was part of a group that published a method on calculating body mass in extinct animals from laser scans of their skeletons. The method involves separating the model into parts, and then using the qhull command to produce a volume that encloses the segment as tightly as possible. This... Continue Reading →
SVP teaser/Playing with renders
I've been trying to jazz up my talk for the Society of Vertebrate Palaeontology conference in Berlin next week, and also been using the opportunity to play with Maya's rendering abilities (and also avoiding writing a lecture!). So, you might expect to see a longer, more polished version of this at my talk at SVP:... Continue Reading →
[Academic Tech] Free software I use (2014)
Being a computery type of palaeontologist, a lot of what I do requires pretty specialist software, and ideally pretty beefy hardware. Being from Yorkshire, I begrudge paying the exceedingly large amounts of money that a lot of the professional software packages demand. But there are better reasons for my thriftiness – using freely available software... Continue Reading →